October3d55/M/UltraleapTracking/Source/ThirdParty/BodyState/Private/BodyStateBoneComponent.cpp

48 lines
2.1 KiB
C++

/*************************************************************************************************************************************
*The MIT License(MIT)
*
*Copyright(c) 2016 Jan Kaniewski(Getnamo)
*Modified work Copyright(C) 2019 - 2021 Ultraleap, Inc.
*
*Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
*files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
*merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software is
*furnished to do so, subject to the following conditions :
*
*The above copyright notice and this permission notice shall be included in all copies or
*substantial portions of the Software.
*
*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
*MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
*FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
*CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*************************************************************************************************************************************/
#include "BodyStateBoneComponent.h"
#include "IBodyState.h"
UBodyStateBoneComponent::UBodyStateBoneComponent(const FObjectInitializer& init) : USceneComponent(init)
{
bWantsInitializeComponent = true;
bAutoActivate = true;
SkeletonId = 0;
BoneToFollow = EBodyStateBasicBoneType::BONE_ROOT;
}
void UBodyStateBoneComponent::InitializeComponent()
{
Super::InitializeComponent();
// Attach our selves as a bone scene listener. This will auto update our transforms
IBodyState::Get().AddBoneSceneListener(this);
}
void UBodyStateBoneComponent::UninitializeComponent()
{
// remove ourselves from auto updating transform delegates
IBodyState::Get().RemoveBoneSceneListener(this);
Super::UninitializeComponent();
}